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AirTrapMine/src/GUI/mission_orchestrator.py

706 lines
31 KiB
Python

feat(GUI): 交戰任務編排器 MissionOrchestrator(S0-S2 + 高度分層/前置攔截/速度比例限速) 在既有 MissionExecutor 之上加一層「任務大腦」,串起 ABC 對抗流程: A 組偵察 → 偵測敵機 → 手動確認重編隊 → A+B 四機前進追敵 → 足夠近展開包圍。 全部落在 src/GUI/。 新增 mission_orchestrator.py: - MissionOrchestrator 階段狀態機 IDLE→WATCH→DETECTED→PURSUE→ENCIRCLE。 - PURSUE/ENCIRCLE 用「瞬時隊形」而非路徑跟隨(每 tick 給每台目標點), 修掉移動目標下 wp_index 歸零 + follower 外推造成的往返振盪。 - 偵測 latch(≤R_detect 持續 dwell)、moving-target 重算(位移≥2m 或封頂 1s)、 切圓 hysteresis(R_engage=15 進、R_engage_exit=20 退)。 - 高度分層 _alt_for:A 組走上層、B 組走下層(不低於地面下限), PURSUE/ENCIRCLE 都套用 → 消掉同高度交叉撞機風險。 - 前置攔截 _aim_point:GPS 差分估敵速,瞄「敵位+敵速×lead_time」的攔截點, 治純追尾追不上;敵機靜止時退化為瞄當下。 - EngagementPanel 交戰面板:敵機下拉、A/B 組下拉、即時距離讀數、階段顯示、 重編隊/停止、以及「套用速度」(友機 V + 敵/友比例 r → DO_CHANGE_SPEED)。 mission_executor.py:加 complete_stops=False(hover-hold)+ update_plan() (熱替換航點、保留 RUNNING 閉環狀態)。 communication.py:加 set_speed()(用共用 client 泛用方法發 DO_CHANGE_SPEED(178), 維持 GUI-only scope)。 gui.py:新增「交戰」分頁、engagement timer(5Hz)、orchestrator 接線、 _on_engagement_apply_speed(友方下 V、敵方下 r×V、同步 friendly_speed)。 SITL 實測通過:高度分層 A/B 正確分開、前置攔截追得上、套用速度後追擊/包圍穩定收斂。 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1 month ago
#!/usr/bin/env python3
"""
任務編排器 (MissionOrchestrator) ABC 對抗任務的階段狀態機
角色坐在既有 MissionExecutor 之上的任務大腦偵察飛行由操作員用既有的
群組執行按鈕控制A GRID_SWEEPB 組待機orchestrator 只做兩件事
1. 被動監看A敵機距離 R_detect 持續 dwell latch提示操作員
2. 操作員按重編隊 接管 A+B 四機瞬時隊形追移動敵機足夠近時展開包圍
追蹤採瞬時隊形而非路徑跟隨 tick 給每台一個目標點此刻該站的隊形位置
敵機移動就更新避免了路徑跟隨在移動目標下 index 歸零/往後外推造成的往返振盪
階段IDLE WATCH監看偵測 DETECTEDlatch等確認
PURSUE4 機瞬時 leader-follow 朝敵B 在後方 slot 自然追上會合
ENCIRCLE形心距敵 R_engage 展開包圍圓心追敵逃出 R_engage_exit 退回
設計定案見 memory: design_mission_orchestrator修改限定 src/GUI/scope_gui_only
"""
import math
import time
from enum import Enum
from PyQt6.QtWidgets import (
QWidget, QVBoxLayout, QHBoxLayout, QLabel, QComboBox, QFrame, QPushButton,
QDoubleSpinBox
)
from PyQt6.QtCore import Qt, QObject, pyqtSignal
def _log(level, message):
print(f"[{level}] {message}", flush=True)
def _haversine(lat1, lon1, lat2, lon2):
"""兩經緯度間的水平地面距離 (m)。"""
R = 6371000.0
p1 = math.radians(lat1)
p2 = math.radians(lat2)
dphi = math.radians(lat2 - lat1)
dlam = math.radians(lon2 - lon1)
a = (math.sin(dphi / 2) ** 2
+ math.cos(p1) * math.cos(p2) * math.sin(dlam / 2) ** 2)
return 2 * R * math.asin(min(1.0, math.sqrt(a)))
def _ll_to_m(lat, lon, ref_lat, ref_lon):
"""經緯度 → 以 ref 為原點的本地平面公尺 (x=東, y=北)。等距近似,小範圍夠用。"""
x = math.radians(lon - ref_lon) * 6371000.0 * math.cos(math.radians(ref_lat))
y = math.radians(lat - ref_lat) * 6371000.0
return x, y
def _m_to_ll(x, y, ref_lat, ref_lon):
"""本地平面公尺 → 經緯度。"""
lat = ref_lat + math.degrees(y / 6371000.0)
lon = ref_lon + math.degrees(x / (6371000.0 * math.cos(math.radians(ref_lat))))
return lat, lon
# 預設參數
DEFAULT_R_DETECT = 40.0 # 偵測範圍 (m)
DEFAULT_DETECT_DWELL = 1.0 # 偵測 dwell (s)
DEFAULT_R_ENGAGE = 15.0 # 接戰半徑 (m):形心↔敵 ≤ 此值 → 切包圍
DEFAULT_R_ENGAGE_EXIT = 20.0 # 包圍退出半徑 (m)> 此值 → 退回前進hysteresis
DEFAULT_REPLAN_MOVE_M = 2.0 # 敵機位移 ≥ 此值即重算moving target
DEFAULT_REPLAN_CAP_SEC = 1.0 # 重算週期上限 (s)
DEFAULT_CIRCLE_RADIUS = 10.0 # 包圍半徑 (m)
DEFAULT_LON_SPACING = 5.0 # 隊形縱向間距 (m)
DEFAULT_LAT_OFFSET = 3.0 # 隊形橫向錯開 (m)
DEFAULT_FORMATION_ALT = 25.0 # 隊形基準高度 (m相對 home)
feat(GUI): 交戰任務編排器 MissionOrchestrator(S0-S2 + 高度分層/前置攔截/速度比例限速) 在既有 MissionExecutor 之上加一層「任務大腦」,串起 ABC 對抗流程: A 組偵察 → 偵測敵機 → 手動確認重編隊 → A+B 四機前進追敵 → 足夠近展開包圍。 全部落在 src/GUI/。 新增 mission_orchestrator.py: - MissionOrchestrator 階段狀態機 IDLE→WATCH→DETECTED→PURSUE→ENCIRCLE。 - PURSUE/ENCIRCLE 用「瞬時隊形」而非路徑跟隨(每 tick 給每台目標點), 修掉移動目標下 wp_index 歸零 + follower 外推造成的往返振盪。 - 偵測 latch(≤R_detect 持續 dwell)、moving-target 重算(位移≥2m 或封頂 1s)、 切圓 hysteresis(R_engage=15 進、R_engage_exit=20 退)。 - 高度分層 _alt_for:A 組走上層、B 組走下層(不低於地面下限), PURSUE/ENCIRCLE 都套用 → 消掉同高度交叉撞機風險。 - 前置攔截 _aim_point:GPS 差分估敵速,瞄「敵位+敵速×lead_time」的攔截點, 治純追尾追不上;敵機靜止時退化為瞄當下。 - EngagementPanel 交戰面板:敵機下拉、A/B 組下拉、即時距離讀數、階段顯示、 重編隊/停止、以及「套用速度」(友機 V + 敵/友比例 r → DO_CHANGE_SPEED)。 mission_executor.py:加 complete_stops=False(hover-hold)+ update_plan() (熱替換航點、保留 RUNNING 閉環狀態)。 communication.py:加 set_speed()(用共用 client 泛用方法發 DO_CHANGE_SPEED(178), 維持 GUI-only scope)。 gui.py:新增「交戰」分頁、engagement timer(5Hz)、orchestrator 接線、 _on_engagement_apply_speed(友方下 V、敵方下 r×V、同步 friendly_speed)。 SITL 實測通過:高度分層 A/B 正確分開、前置攔截追得上、套用速度後追擊/包圍穩定收斂。 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1 month ago
DEFAULT_ALT_LAYER_GAP = 6.0 # A/B 上下層垂直間隔 (m)A=基準+gap/2、B=基準-gap/2
DEFAULT_MIN_ALT_FLOOR = 5.0 # 相對 home 的最低安全高度 (m)B 下層不得低於此值
DEFAULT_LEAD_TIME_CAP = 4.0 # 前置攔截 lead_time 上限 (s)
DEFAULT_FRIENDLY_SPEED = 5.0 # 友機假設水平速度 (m/s):估 lead_time = gap/此值
DEFAULT_ENEMY_VEL_WINDOW = 1.0 # 敵速估計的 GPS 差分視窗 (s)
_NONE_LABEL = "(未選擇)"
class MissionPhase(Enum):
IDLE = "idle" # 未設定敵機/A 組
WATCH = "watch" # 監看偵測(偵察飛行由操作員的群組任務負責)
DETECTED = "detected" # 偵測 latch等操作員確認重編隊
PURSUE = "pursue" # 4 機瞬時 leader-follow 朝敵機
ENCIRCLE = "encircle" # 4 機包圍敵機
class MissionOrchestrator(QObject):
"""
階段狀態機透過注入的 callback GUI 解耦便於 headless 測試
make_executor() -> MissionExecutorcomplete_stops=Falsehover-hold
gps_provider() -> {drone_id: {'lat','lon','alt'}}
stop_groups_fn() -> 停掉操作員的 A/B 群組任務重編隊時避免雙重送點
"""
phase_changed = pyqtSignal(str) # MissionPhase.value
detection_prompt = pyqtSignal(str) # 偵測提示(含最近友機/距離)
status_message = pyqtSignal(str)
def __init__(self, make_executor, gps_provider, stop_groups_fn=None,
r_detect=DEFAULT_R_DETECT,
detect_dwell_sec=DEFAULT_DETECT_DWELL,
r_engage=DEFAULT_R_ENGAGE,
r_engage_exit=DEFAULT_R_ENGAGE_EXIT,
replan_move_m=DEFAULT_REPLAN_MOVE_M,
replan_cap_sec=DEFAULT_REPLAN_CAP_SEC,
circle_radius=DEFAULT_CIRCLE_RADIUS,
lon_spacing=DEFAULT_LON_SPACING,
lat_offset=DEFAULT_LAT_OFFSET,
formation_alt=DEFAULT_FORMATION_ALT,
alt_layer_gap=DEFAULT_ALT_LAYER_GAP,
min_alt_floor=DEFAULT_MIN_ALT_FLOOR,
lead_time_cap_sec=DEFAULT_LEAD_TIME_CAP,
friendly_speed=DEFAULT_FRIENDLY_SPEED,
enemy_vel_window_sec=DEFAULT_ENEMY_VEL_WINDOW,
parent=None):
super().__init__(parent)
self._make_executor = make_executor
self._gps_provider = gps_provider
self._stop_groups_fn = stop_groups_fn
self.r_detect = float(r_detect)
self.detect_dwell_sec = float(detect_dwell_sec)
self.r_engage = float(r_engage)
self.r_engage_exit = float(r_engage_exit)
self.replan_move_m = float(replan_move_m)
self.replan_cap_sec = float(replan_cap_sec)
self.circle_radius = float(circle_radius)
self.lon_spacing = float(lon_spacing)
self.lat_offset = float(lat_offset)
self.formation_alt = float(formation_alt)
self.alt_layer_gap = float(alt_layer_gap)
self.min_alt_floor = float(min_alt_floor)
self.lead_time_cap_sec = float(lead_time_cap_sec)
self.friendly_speed = float(friendly_speed)
self.enemy_vel_window_sec = float(enemy_vel_window_sec)
self.phase = MissionPhase.IDLE
self.a_drone_ids = [] # 偵察組
self.b_drone_ids = [] # 待機組
self.enemy_id = None
self._detect_since = 0.0
self._merged_ids = [] # PURSUE/ENCIRCLE 的 4 機(領隊優先,固定順序)
self._merged_ex = None # 合併 executorhover-hold
self._last_replan_at = 0.0
self._last_plan_enemy = None # 上次重算用的敵機 (lat, lon)
self._last_heading = (0.0, 1.0) # 上次隊形朝向(敵機太近時沿用,避免抖動)
self._enemy_hist = [] # [(t, lat, lon)] 敵機軌跡(估速用)
self._enemy_vel = (0.0, 0.0) # 估得的敵速 (east, north) m/s
# ------------------------------------------------------------- 設定(可連續呼叫)
def configure(self, a_drone_ids, b_drone_ids, enemy_id):
"""設定 A/B 組與敵機。監看/待機階段可隨時更新;進入 PURSUE 後鎖定不受影響。"""
if self.phase in (MissionPhase.PURSUE, MissionPhase.ENCIRCLE):
return False
self.a_drone_ids = list(a_drone_ids)
self.b_drone_ids = list(b_drone_ids)
new_enemy = enemy_id or None
if new_enemy != self.enemy_id:
self._detect_since = 0.0 # 換敵機重置 dwell
self.enemy_id = new_enemy
return True
def _configured(self):
return bool(self.enemy_id) and bool(self.a_drone_ids) \
and self.enemy_id not in set(self.a_drone_ids) | set(self.b_drone_ids) \
and not (set(self.a_drone_ids) & set(self.b_drone_ids))
# ------------------------------------------------------------- 重編隊 / 停止
def confirm_detection(self):
"""DETECTED → PURSUE操作員手動確認。停掉群組掃描接管 4 機瞬時追蹤。"""
if self.phase != MissionPhase.DETECTED:
self.status_message.emit("目前不在待確認狀態")
return
gps = self._gps_provider()
epos = gps.get(self.enemy_id)
if not epos:
self.status_message.emit("敵機定位遺失,無法重編隊")
return
merged = self._merged_ids_leader_first(gps, epos)
if self._positions_for(merged, gps) is None:
self.status_message.emit("有無人機尚未定位,無法重編隊")
return
# 先停掉操作員的 A/B 群組任務,避免與合併 executor 雙重送點塞爆 adapter
if self._stop_groups_fn:
try:
self._stop_groups_fn()
except Exception as e:
_log("WARN", f"[orchestrator] 停止群組任務失敗: {e}")
self._merged_ids = merged
self._last_heading = (0.0, 1.0)
self._enemy_hist = []
self._enemy_vel = (0.0, 0.0)
self._update_enemy_velocity(epos)
slots = self._pursue_slots(gps, epos)
self._merged_ex = self._make_executor()
self._merged_ex.start(self._slots_to_plan(slots))
self._mark_replanned(epos)
self._set_phase(MissionPhase.PURSUE)
self.status_message.emit("重編隊確認4 機前進中B 追上會合)")
def stop(self):
"""全體停止,回 IDLE。"""
if self._merged_ex is not None:
try:
self._merged_ex.stop()
except Exception:
pass
self._merged_ex = None
self._merged_ids = []
self._detect_since = 0.0
self._enemy_hist = []
self._enemy_vel = (0.0, 0.0)
self._set_phase(MissionPhase.IDLE)
self.status_message.emit("任務已停止")
# ------------------------------------------------------------- tick
def tick(self):
"""GUI 週期呼叫。"""
# 自動進出監看(偵察飛行由操作員群組任務負責,這裡只監看偵測)
if self.phase == MissionPhase.IDLE and self._configured():
self._set_phase(MissionPhase.WATCH)
elif self.phase == MissionPhase.WATCH and not self._configured():
self._detect_since = 0.0
self._set_phase(MissionPhase.IDLE)
if self.phase == MissionPhase.WATCH:
self._tick_watch()
elif self.phase == MissionPhase.PURSUE:
self._tick_pursue()
elif self.phase == MissionPhase.ENCIRCLE:
self._tick_encircle()
def _tick_watch(self):
gps = self._gps_provider()
epos = gps.get(self.enemy_id)
if not epos:
self._detect_since = 0.0
return
nearest_id, nearest_d = None, None
for did in self.a_drone_ids:
pos = gps.get(did)
if not pos:
continue
d = _haversine(epos['lat'], epos['lon'], pos['lat'], pos['lon'])
if nearest_d is None or d < nearest_d:
nearest_id, nearest_d = did, d
now = time.monotonic()
if nearest_d is not None and nearest_d <= self.r_detect:
if self._detect_since == 0.0:
self._detect_since = now
elif now - self._detect_since >= self.detect_dwell_sec:
self._set_phase(MissionPhase.DETECTED) # latch等操作員手動確認
self.detection_prompt.emit(
f"偵測到敵機({nearest_id}{nearest_d:.1f} m— 請確認重編隊")
else:
self._detect_since = 0.0
def _tick_pursue(self):
gps = self._gps_provider()
epos = gps.get(self.enemy_id)
if not epos:
return # 敵機定位遺失S4 加 stale-timeout hold
self._update_enemy_velocity(epos)
d = self._centroid_dist(gps, epos)
if d is None:
return
if d <= self.r_engage:
self._apply_slots(self._circle_slots(gps, epos), epos)
self._set_phase(MissionPhase.ENCIRCLE)
self.status_message.emit("進入包圍")
return
if self._should_replan(time.monotonic(), epos):
self._apply_slots(self._pursue_slots(gps, epos), epos)
def _tick_encircle(self):
gps = self._gps_provider()
epos = gps.get(self.enemy_id)
if not epos:
return
self._update_enemy_velocity(epos)
d = self._centroid_dist(gps, epos)
if d is None:
return
if d > self.r_engage_exit:
self._apply_slots(self._pursue_slots(gps, epos), epos)
self._set_phase(MissionPhase.PURSUE)
self.status_message.emit("敵機逃離,退回前進")
return
if self._should_replan(time.monotonic(), epos):
self._apply_slots(self._circle_slots(gps, epos), epos)
# ------------------------------------------------------------- 高度分層
def _alt_for(self, did):
"""S3 高度分層A 組含領隊走上層、B 組走下層(不低於地面下限)。
同高度繞圈/追擊會交叉撞機分層後 A/B 垂直錯開自然避開"""
if did in set(self.b_drone_ids):
return max(self.min_alt_floor,
self.formation_alt - self.alt_layer_gap / 2.0)
return self.formation_alt + self.alt_layer_gap / 2.0
# ------------------------------------------------------------- 前置攔截(估敵速)
def _update_enemy_velocity(self, epos):
"""用敵機 GPS 差分估水平速度 (east, north) m/s視窗 enemy_vel_window_sec。"""
now = time.monotonic()
self._enemy_hist.append((now, epos['lat'], epos['lon']))
while (len(self._enemy_hist) >= 2
and now - self._enemy_hist[0][0] > self.enemy_vel_window_sec):
self._enemy_hist.pop(0)
if len(self._enemy_hist) >= 2:
t0, la0, lo0 = self._enemy_hist[0]
t1, la1, lo1 = self._enemy_hist[-1]
dt = t1 - t0
if dt > 1e-3:
dx, dy = _ll_to_m(la1, lo1, la0, lo0) # sample0→sample1 位移 (m)
self._enemy_vel = (dx / dt, dy / dt)
def enemy_speed(self):
"""估得的敵機水平速率 (m/s)。"""
return math.hypot(*self._enemy_vel)
def _aim_point(self, gps, epos):
"""前置攔截點:敵位 + 敵速×lead_time。lead_time = gap/friendly_speed封頂
lead_time_cap_sec敵速尚未估到時退化為瞄當下位置等同原純追尾"""
evx, evy = self._enemy_vel
lp = gps.get(self._merged_ids[0]) if self._merged_ids else None
gap = (_haversine(lp['lat'], lp['lon'], epos['lat'], epos['lon'])
if lp else 0.0)
lead_t = min(self.lead_time_cap_sec, gap / max(self.friendly_speed, 0.1))
return _m_to_ll(evx * lead_t, evy * lead_t, epos['lat'], epos['lon'])
# ------------------------------------------------------------- 瞬時隊形
def _pursue_slots(self, gps, epos):
"""朝『前置攔截點』的瞬時 leader-follow領隊朝攔截點僚機沿隊軸後方 rank×間距、左右錯開。"""
ids = self._merged_ids
tlat, tlon = self._aim_point(gps, epos) # 前置攔截點取代敵機當下位置
lp = gps.get(ids[0])
if lp is None:
return None
lx, ly = _ll_to_m(lp['lat'], lp['lon'], tlat, tlon) # 領隊相對攔截點
hx, hy = -lx, -ly # 領隊 → 攔截點
n = math.hypot(hx, hy)
if n < 1.0:
h = self._last_heading # 太近,沿用上次朝向避免抖動
else:
h = (hx / n, hy / n)
self._last_heading = h
px, py = -h[1], h[0] # 左垂直
slots = {}
for rank, d in enumerate(ids):
lat_sign = -1 if rank % 2 == 0 else 1
# 領隊(rank0)目標≈攔截點;僚機沿 -h 後退 rank×間距並左右錯開
sx = -h[0] * (rank * self.lon_spacing) + px * (lat_sign * self.lat_offset)
sy = -h[1] * (rank * self.lon_spacing) + py * (lat_sign * self.lat_offset)
lat, lon = _m_to_ll(sx, sy, tlat, tlon)
slots[d] = (lat, lon, self._alt_for(d))
return slots
def _circle_slots(self, gps, epos):
"""繞敵機的瞬時包圍N 機均分在半徑 circle_radius 的圓周上。"""
ids = self._merged_ids
elat, elon = epos['lat'], epos['lon']
n = len(ids)
slots = {}
for i, d in enumerate(ids):
theta = 2.0 * math.pi * i / max(1, n)
x = self.circle_radius * math.cos(theta)
y = self.circle_radius * math.sin(theta)
lat, lon = _m_to_ll(x, y, elat, elon)
slots[d] = (lat, lon, self._alt_for(d))
return slots
def _apply_slots(self, slots, epos):
"""把瞬時 slot 熱替換給合併 executor 並更新重算基準。"""
if slots is None or self._merged_ex is None:
return
self._merged_ex.update_plan(self._slots_to_plan(slots))
self._mark_replanned(epos)
def _slots_to_plan(self, slots):
return {
'drone_ids': list(self._merged_ids),
'waypoints': [[slots[d]] for d in self._merged_ids],
'rendezvous_indices': [],
}
# ------------------------------------------------------------- 內部
def _centroid_dist(self, gps, epos):
m_pos = self._positions_for(self._merged_ids, gps)
if m_pos is None:
return None
cen_lat = sum(p[0] for p in m_pos) / len(m_pos)
cen_lon = sum(p[1] for p in m_pos) / len(m_pos)
return _haversine(cen_lat, cen_lon, epos['lat'], epos['lon'])
def _positions_for(self, drone_ids, gps):
out = []
for did in drone_ids:
p = gps.get(did)
if not p:
return None
out.append((p['lat'], p['lon'], p.get('alt', 0.0)))
return out
def _merged_ids_leader_first(self, gps, epos):
"""A+B 合併A 中離敵最近者當領隊(rank0),其餘 A 維持原序,再接 B。"""
def dist(did):
p = gps.get(did)
return float('inf') if not p else _haversine(
epos['lat'], epos['lon'], p['lat'], p['lon'])
if not self.a_drone_ids:
return list(self.b_drone_ids)
leader = min(self.a_drone_ids, key=dist)
rest_a = [d for d in self.a_drone_ids if d != leader]
return [leader] + rest_a + list(self.b_drone_ids)
def _mark_replanned(self, epos):
self._last_replan_at = time.monotonic()
self._last_plan_enemy = (epos['lat'], epos['lon'])
def _should_replan(self, now, epos):
if self._last_plan_enemy is None:
return True
moved = _haversine(self._last_plan_enemy[0], self._last_plan_enemy[1],
epos['lat'], epos['lon'])
return (moved >= self.replan_move_m
or (now - self._last_replan_at) >= self.replan_cap_sec)
def _set_phase(self, phase):
if phase == self.phase:
return
self.phase = phase
_log("INFO", f"[orchestrator] phase → {phase.value}")
self.phase_changed.emit(phase.value)
class EngagementPanel(QWidget):
"""
交戰控制面板
- 敵機下拉 + 即時敵機最近友機距離
- A/B 組指派下拉
- 階段顯示重編隊 / 停止 按鈕
偵察飛行用既有的群組執行按鈕控制這裡不含開始面板只發訊號邏輯在 GUI/orchestrator
"""
enemy_changed = pyqtSignal(str) # drone_id未選擇=空字串)
confirm_requested = pyqtSignal() # 重編隊
stop_requested = pyqtSignal()
groups_changed = pyqtSignal(str, str) # (a_group_id, b_group_id)
apply_speed_requested = pyqtSignal(float, float) # (friendly_speed, enemy_ratio)
def __init__(self, parent=None, r_detect=DEFAULT_R_DETECT,
friendly_speed=DEFAULT_FRIENDLY_SPEED):
super().__init__(parent)
self.r_detect = float(r_detect)
self._init_friendly_speed = float(friendly_speed)
self._enemy_id = ""
self._suppress_enemy = False
self._suppress_group = False
self._group_sig = None # 目前下拉內容的簽章,變了才重建(避免 5Hz 狂刷)
self._build_ui()
# ------------------------------------------------------------------ UI
def _build_ui(self):
root = QVBoxLayout(self)
root.setContentsMargins(12, 12, 12, 12)
root.setSpacing(10)
root.setAlignment(Qt.AlignmentFlag.AlignTop)
title = QLabel("交戰設定")
title.setStyleSheet(
"color: #DDD; font-size: 14px; font-weight: bold; padding: 2px;")
root.addWidget(title)
combo_css = (
"QComboBox { background-color: #333; color: #EEE; border: 1px solid #555;"
" border-radius: 3px; padding: 3px 6px; font-size: 12px; min-width: 120px; }")
enemy_row = QHBoxLayout()
enemy_row.setSpacing(8)
el = QLabel("敵機 sysid")
el.setStyleSheet("color: #CCC; font-size: 12px;")
self.enemy_combo = QComboBox()
self.enemy_combo.setStyleSheet(combo_css)
self.enemy_combo.addItem(_NONE_LABEL)
self.enemy_combo.currentTextChanged.connect(self._on_enemy_changed)
enemy_row.addWidget(el)
enemy_row.addWidget(self.enemy_combo)
enemy_row.addStretch()
root.addLayout(enemy_row)
a_row = QHBoxLayout()
a_row.setSpacing(8)
al = QLabel("偵察組 A")
al.setStyleSheet("color: #CCC; font-size: 12px;")
self.a_group_combo = QComboBox()
self.a_group_combo.setStyleSheet(combo_css)
self.a_group_combo.addItem(_NONE_LABEL, None)
self.a_group_combo.currentTextChanged.connect(self._on_group_changed)
a_row.addWidget(al)
a_row.addWidget(self.a_group_combo)
a_row.addStretch()
root.addLayout(a_row)
b_row = QHBoxLayout()
b_row.setSpacing(8)
bl = QLabel("待機組 B")
bl.setStyleSheet("color: #CCC; font-size: 12px;")
self.b_group_combo = QComboBox()
self.b_group_combo.setStyleSheet(combo_css)
self.b_group_combo.addItem(_NONE_LABEL, None)
self.b_group_combo.currentTextChanged.connect(self._on_group_changed)
b_row.addWidget(bl)
b_row.addWidget(self.b_group_combo)
b_row.addStretch()
root.addLayout(b_row)
# 速度比例限速:友方 V、敵方 r×V按鈕一次套用DO_CHANGE_SPEED
spin_css = (
"QDoubleSpinBox { background-color: #333; color: #EEE;"
" border: 1px solid #555; border-radius: 3px; padding: 2px 4px;"
" font-size: 12px; min-width: 70px; }")
speed_row = QHBoxLayout()
speed_row.setSpacing(8)
sl = QLabel("友機速度:")
sl.setStyleSheet("color: #CCC; font-size: 12px;")
self.friendly_speed_spin = QDoubleSpinBox()
self.friendly_speed_spin.setStyleSheet(spin_css)
self.friendly_speed_spin.setRange(0.5, 20.0)
self.friendly_speed_spin.setSingleStep(0.5)
self.friendly_speed_spin.setDecimals(1)
self.friendly_speed_spin.setSuffix(" m/s")
self.friendly_speed_spin.setValue(self._init_friendly_speed)
rl = QLabel("敵/友比例:")
rl.setStyleSheet("color: #CCC; font-size: 12px;")
self.enemy_ratio_spin = QDoubleSpinBox()
self.enemy_ratio_spin.setStyleSheet(spin_css)
self.enemy_ratio_spin.setRange(0.1, 1.0)
self.enemy_ratio_spin.setSingleStep(0.05)
self.enemy_ratio_spin.setDecimals(2)
self.enemy_ratio_spin.setValue(0.6)
speed_row.addWidget(sl)
speed_row.addWidget(self.friendly_speed_spin)
speed_row.addWidget(rl)
speed_row.addWidget(self.enemy_ratio_spin)
speed_row.addStretch()
root.addLayout(speed_row)
apply_speed_row = QHBoxLayout()
self.apply_speed_btn = QPushButton("套用速度")
self.apply_speed_btn.setStyleSheet(
"QPushButton { background-color: #00796B; color: white; border: none;"
" padding: 6px 14px; border-radius: 4px; font-weight: bold; }"
" QPushButton:hover { background-color: #00897B; }")
self.apply_speed_btn.clicked.connect(self._on_apply_speed)
self.enemy_speed_hint = QLabel("")
self.enemy_speed_hint.setStyleSheet("color: #777; font-size: 11px;")
self._refresh_enemy_speed_hint()
self.friendly_speed_spin.valueChanged.connect(self._refresh_enemy_speed_hint)
self.enemy_ratio_spin.valueChanged.connect(self._refresh_enemy_speed_hint)
apply_speed_row.addWidget(self.apply_speed_btn)
apply_speed_row.addWidget(self.enemy_speed_hint)
apply_speed_row.addStretch()
root.addLayout(apply_speed_row)
sep = QFrame()
sep.setFrameShape(QFrame.Shape.HLine)
sep.setStyleSheet("color: #444;")
root.addWidget(sep)
self.distance_label = QLabel("敵機 ↔ 最近友機:—")
self.distance_label.setStyleSheet(
"color: #AAA; font-size: 13px; padding: 4px 2px;")
root.addWidget(self.distance_label)
hint = QLabel(f"(偵測範圍 R_detect = {self.r_detect:.0f} m")
hint.setStyleSheet("color: #777; font-size: 11px;")
root.addWidget(hint)
self.phase_label = QLabel("階段:待機")
self.phase_label.setStyleSheet(
"color: #64B5F6; font-size: 13px; font-weight: bold; padding: 4px 2px;")
root.addWidget(self.phase_label)
btn_css = ("QPushButton {{ background-color: {bg}; color: {fg}; border: none;"
" padding: 8px 16px; border-radius: 4px; font-weight: bold; }}"
" QPushButton:hover {{ background-color: {hover}; }}"
" QPushButton:disabled {{ background-color: #444; color: #888; }}")
btn_row = QHBoxLayout()
btn_row.setSpacing(8)
self.confirm_btn = QPushButton("重編隊")
self.confirm_btn.setStyleSheet(btn_css.format(bg='#F57C00', fg='white', hover='#FB8C00'))
self.confirm_btn.clicked.connect(lambda: self.confirm_requested.emit())
self.confirm_btn.setEnabled(False)
self.stop_btn = QPushButton("停止")
self.stop_btn.setStyleSheet(btn_css.format(bg='#555', fg='#DDD', hover='#666'))
self.stop_btn.clicked.connect(lambda: self.stop_requested.emit())
btn_row.addWidget(self.confirm_btn)
btn_row.addWidget(self.stop_btn)
btn_row.addStretch()
root.addLayout(btn_row)
# -------------------------------------------------------------- 對外 API
def current_enemy(self):
return self._enemy_id or None
def refresh_drone_list(self, drone_ids):
items = [_NONE_LABEL] + sorted(drone_ids)
current = self._enemy_id if self._enemy_id in drone_ids else ""
self._suppress_enemy = True
self.enemy_combo.clear()
self.enemy_combo.addItems(items)
idx = self.enemy_combo.findText(current) if current else 0
self.enemy_combo.setCurrentIndex(idx if idx >= 0 else 0)
self._suppress_enemy = False
if current != self._enemy_id:
self._enemy_id = current
self.enemy_changed.emit(self._enemy_id)
def refresh_group_list(self, group_labels):
"""group_labels: list[(group_id, display_text)]。只有內容變動才重建,避免 5Hz 狂刷。"""
sig = tuple(group_labels)
if sig == self._group_sig:
return
self._group_sig = sig
self._suppress_group = True
for combo in (self.a_group_combo, self.b_group_combo):
prev = combo.currentData()
combo.clear()
combo.addItem(_NONE_LABEL, None)
for gid, text in group_labels:
combo.addItem(text, gid)
if prev is not None:
i = combo.findData(prev)
combo.setCurrentIndex(i if i >= 0 else 0)
self._suppress_group = False
def selected_group_ids(self):
return self.a_group_combo.currentData(), self.b_group_combo.currentData()
def set_phase_text(self, text):
self.phase_label.setText(f"階段:{text}")
def set_confirm_enabled(self, enabled):
self.confirm_btn.setEnabled(enabled)
def tick(self, drone_positions):
"""{drone_id: (lat, lon)} 更新距離讀數。"""
enemy = self._enemy_id
base = "color: #AAA; font-size: 13px; padding: 4px 2px;"
if not enemy:
self.distance_label.setText("敵機 ↔ 最近友機:(尚未選擇敵機)")
self.distance_label.setStyleSheet(base)
return
epos = drone_positions.get(enemy)
if not epos:
self.distance_label.setText(f"敵機 {enemy} ↔ 最近友機:(等待敵機定位)")
self.distance_label.setStyleSheet(base)
return
nearest_id, nearest_d = None, None
for did, pos in drone_positions.items():
if did == enemy or not pos:
continue
d = _haversine(epos[0], epos[1], pos[0], pos[1])
if nearest_d is None or d < nearest_d:
nearest_id, nearest_d = did, d
if nearest_id is None:
self.distance_label.setText(f"敵機 {enemy} ↔ 最近友機:(無友機定位)")
self.distance_label.setStyleSheet(base)
return
color = "#E57373" if nearest_d <= self.r_detect else "#81C784"
self.distance_label.setText(
f"敵機 {enemy} ↔ 最近友機 {nearest_id}{nearest_d:.1f} m")
self.distance_label.setStyleSheet(
f"color: {color}; font-size: 13px; font-weight: bold; padding: 4px 2px;")
# ----------------------------------------------------------------- 內部
def _on_enemy_changed(self, text):
if self._suppress_enemy:
return
self._enemy_id = "" if text == _NONE_LABEL else text
_log("INFO", f"[交戰] 敵機選擇:{self._enemy_id or '(未選擇)'}")
self.enemy_changed.emit(self._enemy_id)
def _on_group_changed(self, _text):
if self._suppress_group:
return
a_id, b_id = self.selected_group_ids()
self.groups_changed.emit(a_id or "", b_id or "")
def _refresh_enemy_speed_hint(self, *_):
v = self.friendly_speed_spin.value()
r = self.enemy_ratio_spin.value()
self.enemy_speed_hint.setText(f"→ 友機 {v:.1f} m/s、敵機 {v * r:.1f} m/s")
def _on_apply_speed(self):
v = self.friendly_speed_spin.value()
r = self.enemy_ratio_spin.value()
_log("INFO", f"[交戰] 套用速度:友機 {v:.1f} m/s、敵機 {v * r:.1f} m/s (比例 {r:.2f})")
self.apply_speed_requested.emit(v, r)